Affective and Cognitive Responses to Distress: the ‘A’ And ‘C’ Components of I-Pace Model Hypothesized to Explain the High Prevalence of Internet Gaming Disorder in Africa

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Abstract

Background: Internet use is basic part of contemporary people’s lives globally and it’s being used for education, business, and leisure. However, the use of internet has become addictive behavior for some to the point that internet gaming disorder became an emerging diagnosis in DSM-5. Based on the available statistics and fact, Africa has the lowest internet users and penetration rates, yet she has the highest prevalence of internet gaming disorder. This concerns trigger the researcher to seek for answer to the question of why the phenomenon is high in Africa continent. Therefore, this study hypothesized that affective and cognitive responses to distress are reasons for high prevalence of IGD in Africa. Methods: This study was a web-based cross-sectional survey of 728 eligible respondents who assented to participate via google form. The samples were drawn from four major regions in Africa; Eastern Africa (416, 57.1%), Western Africa (129, 17.7%), Southern Africa (93, 12.8%) and Northern Africa (90, 12.4%). Researcher-generated socio-demographic questionnaire and Internet Gaming Disorder Scale-Short Form (IGDS9-SF) were used to collect data from the participants. Results: Results from this study implied that higher rate of IGD in africa was found to be associated with unbearable level of hardship (p=0.012), unbearable level of hardship in African countries (p=0.011), high level of stress (p=0.002), and that internet gaming is one way to cope wih life stress and it is tested significant to precipitate the high rate of IGD in Africa (p=0.001). Conclusion: The study concluded that level of hardship in Africa and high level of stress are keys to high rate of IGD in Africa; hence, African leaders are challenged to alleviate hardship and stress in Africa, this will help African youths to make use of their time meaningfully.
对痛苦的情感和认知反应:I-Pace模型的“A”和“C”成分被假设为解释非洲网络游戏障碍的高患病率
背景:互联网的使用是当代全球人民生活的基本组成部分,它被用于教育、商业和休闲。然而,对一些人来说,使用互联网已经成为成瘾行为,以至于网络游戏障碍成为DSM-5的一个新诊断。根据现有的统计数据和事实,非洲的互联网用户和渗透率最低,但网络游戏障碍的患病率最高。这种担忧引发了研究人员对为什么这种现象在非洲大陆高发的问题的答案。因此,本研究假设,对痛苦的情感和认知反应是非洲IGD高患病率的原因。方法:本研究是一项基于网络的横断面调查,共有728名合格受访者同意通过谷歌表格参与。样本来自非洲四个主要地区;东部非洲(416,57.1%)、西部非洲(129,17.7%)、南部非洲(93,12.8%)和北部非洲(90,12.4%)。研究人员编制的社会人口学问卷和网络游戏障碍量表(IGDS9-SF)用于收集参与者的数据。结果:这项研究的结果表明,非洲IGD发病率较高与难以忍受的困难程度(p=0.012)、非洲国家难以忍受的苦难程度(p=0.011)、高压力水平(p=0.002)、,网络游戏是应对生活压力的一种方式,它对非洲IGD的高发病率有显著影响(p=0.001)。结论:研究得出结论,非洲的艰苦程度和高压力水平是非洲IGD高发病率的关键;因此,非洲领导人面临着缓解非洲困难和压力的挑战,这将有助于非洲青年有意义地利用他们的时间。
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